- atempt to squeeze some extra rendering performance

This commit is contained in:
Mark Vejvoda 2010-08-21 19:04:09 +00:00
parent cce338a2c6
commit 22f57e0684

View File

@ -2452,12 +2452,15 @@ void Renderer::renderShadowsToTexture(const int renderFps){
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, shadowTextureSize, shadowTextureSize);
//get elemental matrices
Matrix4f matrix1;
matrix1[0]= 0.5f; matrix1[4]= 0.f; matrix1[8]= 0.f; matrix1[12]= 0.5f;
matrix1[1]= 0.f; matrix1[5]= 0.5f; matrix1[9]= 0.f; matrix1[13]= 0.5f;
matrix1[2]= 0.f; matrix1[6]= 0.f; matrix1[10]= 0.5f; matrix1[14]= 0.5f;
matrix1[3]= 0.f; matrix1[7]= 0.f; matrix1[11]= 0.f; matrix1[15]= 1.f;
static Matrix4f matrix1;
static bool matrix1Populate = true;
if(matrix1Populate == true) {
matrix1Populate = false;
matrix1[0]= 0.5f; matrix1[4]= 0.f; matrix1[8]= 0.f; matrix1[12]= 0.5f;
matrix1[1]= 0.f; matrix1[5]= 0.5f; matrix1[9]= 0.f; matrix1[13]= 0.5f;
matrix1[2]= 0.f; matrix1[6]= 0.f; matrix1[10]= 0.5f; matrix1[14]= 0.5f;
matrix1[3]= 0.f; matrix1[7]= 0.f; matrix1[11]= 0.f; matrix1[15]= 1.f;
}
Matrix4f matrix2;
glGetFloatv(GL_PROJECTION_MATRIX, matrix2.ptr());